sampler g_diffuseMap : register(s0);
sampler g_lightMap   : register(s1);


float3	g_lightColor;
float3	g_lightDir;


float4 main(float2 uv1 				: TEXCOORD0,
			float2 uv2				: TEXCOORD1,
			float3 normal			: TEXCOORD2) : COLOR
{
	float4 texColor = tex2D(g_diffuseMap, uv1);
	float lightIntensity = saturate(dot(g_lightDir, normal));

	return float4(g_lightColor * lightIntensity, 1.0) * texColor;
}
